mesa: added new glsl/pointcoord.c test
authorBrian Paul <brian.paul@tungstengraphics.com>
Wed, 13 Aug 2008 14:49:39 +0000 (08:49 -0600)
committerBrian Paul <brian.paul@tungstengraphics.com>
Wed, 13 Aug 2008 14:49:39 +0000 (08:49 -0600)
progs/glsl/Makefile
progs/glsl/pointcoord.c [new file with mode: 0644]

index e3f205c..7a13c18 100644 (file)
@@ -18,6 +18,7 @@ PROGS = \
        multitex \
        noise \
        points \
+       pointcoord \
        texdemo1 \
        toyball \
        twoside \
@@ -124,6 +125,13 @@ points: points.o shaderutil.o
        $(CC) -I$(INCDIR) $(CFLAGS) $(LDFLAGS) points.o shaderutil.o $(LIBS) -o $@
 
 
+pointcoord.o: pointcoord.c readtex.h extfuncs.h shaderutil.h
+       $(CC) -c -I$(INCDIR) $(CFLAGS) pointcoord.c
+
+pointcoord: pointcoord.o readtex.o shaderutil.o
+       $(CC) -I$(INCDIR) $(CFLAGS) $(LDFLAGS) pointcoord.o readtex.o shaderutil.o $(LIBS) -o $@
+
+
 texdemo1.o: texdemo1.c readtex.h extfuncs.h shaderutil.h
        $(CC) -c -I$(INCDIR) $(CFLAGS) texdemo1.c
 
diff --git a/progs/glsl/pointcoord.c b/progs/glsl/pointcoord.c
new file mode 100644 (file)
index 0000000..b240077
--- /dev/null
@@ -0,0 +1,205 @@
+/**
+ * Test GLSL 1.20 gl_PointCoord fragment program attribute.
+ * Brian Paul
+ * 11 Aug 2007
+ */
+
+
+#include <assert.h>
+#include <string.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <math.h>
+#include <GL/gl.h>
+#include <GL/glut.h>
+#include <GL/glext.h>
+#include "extfuncs.h"
+#include "shaderutil.h"
+
+
+static GLint WinWidth = 300, WinHeight = 300;
+static char *FragProgFile = NULL;
+static char *VertProgFile = NULL;
+static GLuint fragShader;
+static GLuint vertShader;
+static GLuint program;
+static GLint win = 0;
+static GLint tex0;
+static GLenum Filter = GL_NEAREST;
+
+
+static void
+Redisplay(void)
+{
+   glClear(GL_COLOR_BUFFER_BIT);
+
+   /* draw one point/sprite */
+   glPushMatrix();
+   glPointSize(60);
+   glBegin(GL_POINTS);
+   glVertex2f(WinWidth / 2.0f, WinHeight / 2.0f);
+   glEnd();
+   glPopMatrix();
+
+   glutSwapBuffers();
+}
+
+
+static void
+Reshape(int width, int height)
+{
+   glViewport(0, 0, width, height);
+   glMatrixMode(GL_PROJECTION);
+   glLoadIdentity();
+   glOrtho(0, width, 0, height, -1, 1);
+
+   glMatrixMode(GL_MODELVIEW);
+   glLoadIdentity();
+
+   WinWidth = width;
+   WinHeight = height;
+}
+
+
+static void
+CleanUp(void)
+{
+   glDeleteShader_func(fragShader);
+   glDeleteShader_func(vertShader);
+   glDeleteProgram_func(program);
+   glutDestroyWindow(win);
+}
+
+
+static void
+Key(unsigned char key, int x, int y)
+{
+  (void) x;
+  (void) y;
+
+   switch(key) {
+   case 27:
+      CleanUp();
+      exit(0);
+      break;
+   }
+   glutPostRedisplay();
+}
+
+
+
+static void
+MakeTexture(void)
+{
+#define SZ 16
+   GLubyte image[SZ][SZ][4];
+   GLuint i, j;
+
+   for (i = 0; i < SZ; i++) {
+      for (j = 0; j < SZ; j++) {
+         if ((i + j) & 1) {
+            image[i][j][0] = 0;
+            image[i][j][1] = 0;
+            image[i][j][2] = 0;
+            image[i][j][3] = 255;
+         }
+         else {
+            image[i][j][0] = j * 255 / (SZ-1);
+            image[i][j][1] = i * 255 / (SZ-1);
+            image[i][j][2] = 0;
+            image[i][j][3] = 255;
+         }
+      }
+   }
+
+   glActiveTexture(GL_TEXTURE0); /* unit 0 */
+   glBindTexture(GL_TEXTURE_2D, 42);
+   glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, SZ, SZ, 0,
+                GL_RGBA, GL_UNSIGNED_BYTE, image);
+   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, Filter);
+   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, Filter);
+   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+#undef SZ
+}
+
+
+static void
+Init(void)
+{
+   static const char *fragShaderText =
+      "#version 120 \n"
+      "uniform sampler2D tex0; \n"
+      "void main() { \n"
+      "   gl_FragColor = texture2D(tex0, gl_PointCoord.xy, 0.0); \n"
+      "}\n";
+   static const char *vertShaderText =
+      "void main() {\n"
+      "   gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
+      "}\n";
+
+   if (!ShadersSupported())
+      exit(1);
+
+   GetExtensionFuncs();
+
+   vertShader = CompileShaderText(GL_VERTEX_SHADER, vertShaderText);
+   fragShader = CompileShaderText(GL_FRAGMENT_SHADER, fragShaderText);
+   program = LinkShaders(vertShader, fragShader);
+
+   glUseProgram_func(program);
+
+   tex0 = glGetUniformLocation_func(program, "tex0");
+   printf("Uniforms: tex0: %d\n", tex0);
+
+   glUniform1i_func(tex0, 0); /* tex unit 0 */
+
+   /*assert(glGetError() == 0);*/
+
+   glClearColor(0.3f, 0.3f, 0.3f, 0.0f);
+
+   printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));
+
+   assert(glIsProgram_func(program));
+   assert(glIsShader_func(fragShader));
+   assert(glIsShader_func(vertShader));
+
+   MakeTexture();
+
+   glEnable(GL_POINT_SPRITE);
+
+   glColor3f(1, 0, 0);
+}
+
+
+static void
+ParseOptions(int argc, char *argv[])
+{
+   int i;
+   for (i = 1; i < argc; i++) {
+      if (strcmp(argv[i], "-fs") == 0) {
+         FragProgFile = argv[i+1];
+      }
+      else if (strcmp(argv[i], "-vs") == 0) {
+         VertProgFile = argv[i+1];
+      }
+   }
+}
+
+
+int
+main(int argc, char *argv[])
+{
+   glutInit(&argc, argv);
+   glutInitWindowPosition( 0, 0);
+   glutInitWindowSize(WinWidth, WinHeight);
+   glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
+   win = glutCreateWindow(argv[0]);
+   glutReshapeFunc(Reshape);
+   glutKeyboardFunc(Key);
+   glutDisplayFunc(Redisplay);
+   ParseOptions(argc, argv);
+   Init();
+   glutMainLoop();
+   return 0;
+}